Industries · Gaming & Web3

Custom Games & Web3
Development

From shipped multiplayer games like Golden Tides (KRAFTON) to browser-native 3D experiences like Irenicverse and Storybook — IrenicTech builds custom games and Web3 platforms designed for real players, real economies, and production scale. One senior in-house team from first prototype to live ops.

  • Mobile Games
  • Web Games
  • 3D / WebGL
  • Three.js / Unity
  • ERC20 Economies
  • NFT Marketplaces
  • DApps
  • Anti-cheat
Custom game development and Web3 platforms by IrenicTech — laptop showing a live game-studio ops dashboard and a phone showing the same multiplayer game running in real-time

Companies We Worked With

  • Elementor
  • Lucerna Financial Solutions
  • American Pole and Timber
  • Apex Coolers
  • CMS
  • Engage Plus
  • Provider Compliance
  • RBR Supply
  • Unicare

The gap

Why most game and Web3 builds break before the second sprint.

The studios we hear from in discovery calls fall into the same handful of failure patterns — polished games with token economies bolted on, chain-first projects with no players, asset-store backends that break at the first viral moment, and wallet prompts in the default flow that destroy install conversion. Here are the patterns we hear most often.

  • Polished games that bolt a token on at launch

    The game ships well; then the economy gets added in the final sprint and breaks within the first week of mainnet. Token sink/source curves were never simulated against the play pattern.

  • Chain-first projects with no player

    A contract ships, a whitepaper ships, a launchpad ships — but the game loop is two pages of design notes. Six months later there is a treasury and no daily active users.

  • Asset-store backends that break at scale

    The Unity asset store backend that worked for the closed beta starts billing per-CCU in production and breaks the unit economics at the first viral moment.

  • Anti-cheat as a post-launch afterthought

    Cheating gets treated as a problem to solve after launch. By then the leaderboard is meaningless, retention is gone, and the economy is being farmed by bots.

  • Wallet prompts in the default player flow

    First-time players hit a wallet connect, a gas estimate, and a signing modal before they have done anything fun. Conversion off the install drops by an order of magnitude.

  • Unpredictable gas breaks retention math

    Every player action costs an unknowable amount of gas. Cost-per-action is non-deterministic, ARPU is impossible to model, and the studio cannot plan against a number that drifts daily.

Looking for a specific capability? See all services we offer.

Custom vs template

Why serious studios outgrow Unity-asset + NFT-template stacks.

Asset-store templates and NFT-template launchpads get a project to a demo fast — and to a server-cost, gas-economics, or live-ops wall by month three. Here is what a custom build changes when the game is meant to scale past a closed beta.

Unity asset + NFT template stack

IrenicTech custom

Economy design

Token-launch first, game loop bolted on afterwards; sink/source balance discovered live, in front of players

Economy modelled alongside the game loop as a system constraint from day one; sink/source curves simulated before mainnet

Server cost at scale

Asset-store backends with per-CCU pricing that breaks the unit economics at 10k concurrent users

Dedicated server architecture sized for the target CCU curve, with autoscale and regional sharding tuned to the actual play pattern

Anti-cheat

Generic anti-cheat plugin or none; cheating is treated as a post-launch problem

Authoritative server design, deterministic simulation where it matters, ML-based anomaly detection on the economy layer

On-chain UX

Wallet prompts in the default flow; players who don't know what gas is bounce on the first transaction

Custodial / non-custodial bridge with progressive disclosure — players who don't care about chain never see it; pros get full self-custody

Gas / fee economics

Players pay gas on every action; cost-per-action is unpredictable and breaks retention math

Layer-2 or sidechain settlement, gas sponsorship, batching, and meta-transactions so player-facing fees are stable and bounded

Post-launch live ops

Bug fixes are publisher-side, balance changes need a new contract deploy, telemetry is shipped after the fact

Live-ops dashboard from day one — balance levers tuneable without redeploy, telemetry streamed to the ops team, post-launch SLA in place

What we build

Custom games and Web3 platforms, shipped end-to-end.

Eight product categories covered by one senior team — mobile games, browser 3D, narrative games, prototypes, NFT marketplaces, DApps, on-chain assets, and DAO tooling. Every build is a custom engagement, not a configured template.

IrenicTech gaming and Web3 platform marker — sculptural arcade joystick representing custom mobile, browser 3D, narrative, and on-chain game development

Mobile games

Native iOS and Android games — casual, mid-core, and live-service. Unity, Unreal, or React Native + native bridges where the game loop allows it.

Web / browser games

Browser-native 3D and 2D games with Three.js, Babylon, or Phaser. WebGL pipelines tuned for mid-range hardware. No install, full experience.

Narrative & educational games

Story-driven and educational games — branching narrative, multi-scene pacing, guide characters, accessibility tuned for the audience age.

Game prototypes & MVPs

Vertical slices and playable prototypes for funding rounds, publisher pitches, and internal validation. Fast to a demo, real engineering underneath.

NFT marketplaces

Custom marketplaces with order books, royalties, lazy minting, and the seller-side tooling real collectors and game studios actually use. Not a generic listing widget.

DApps & smart contracts

End-to-end DApps: Solidity / Rust contracts, frontend (React + wagmi / viem), audited deploy pipelines, monitoring and incident response.

On-chain assets & tokenisation

ERC20 / ERC721 / ERC1155 contracts for in-game currency, skins, items, and tokenised real-world assets. Designed against a sink/source model, not just minted.

DAO & governance tooling

Governance contracts, proposal interfaces, treasury dashboards, and the off-chain workflow tooling DAOs need to actually run — not just vote.

Features that ship

Built for the three audiences every shipped game has.

Players, studios, and publishers / live-ops all have different jobs. Each surface is designed for the person actually using it — not a shared dashboard pretending to serve everyone.

For players

  • First-time-friendly onboarding that hides wallet plumbing behind a familiar storefront UI
  • Custodial fallback for players who do not want to self-custody — pros still get full self-custody on request
  • Layer-2 or sidechain settlement so player-facing fees stay stable and bounded
  • Cross-device account continuity (mobile + web + Steam) with the same identity
  • Gas sponsorship and meta-transactions for actions inside the game loop
  • Real-time anti-cheat and economy-fraud detection so leaderboards stay meaningful

For studios

  • Live-ops dashboard with telemetry, cohort retention, and balance levers tuneable without contract redeploy
  • Authoritative server architecture sized for the target CCU curve, autoscaled and regionally sharded
  • Economy simulation harness — sink/source curves modelled before mainnet, not after
  • Audited contracts with reproducible deploys and a security-incident playbook
  • Asset pipeline tuned for the engine and the target hardware tier
  • Plug-in friendly architecture so studios can extend or take over the codebase

For publishers and live-ops

  • Marketplace operations: order book, royalties, anti-wash-trading, and seller payout pipeline
  • Tokenomics review: emission schedule, vesting, treasury management, and on-chain transparency
  • Player-support tooling integrated with the live game state — refunds, restorations, and dispute resolution
  • Compliance and regulatory tooling (KYC, AML, regional restrictions, age gating) built in, not bolted on
  • Post-launch SLA with 24/7 incident response and a quarterly roadmap review
  • Hand-off playbooks for studios bringing the live game in-house after a period of co-ops

Case study

Golden Tides
A KRAFTON-backed pirate MOBA, brought on-chain without breaking the game.

KRAFTON · Golden Tides · Web3 economy, in-game store, on-chain skin pipeline

Problem

Golden Tides is a real-time multiplayer combat game with a live, retention-driven economy. The publisher wanted to bring the asset economy on-chain — tokenised skins, ERC20-backed in-game currency, a marketplace — without breaking the existing game loop or shipping a UX that asked players to learn crypto.

Approach

We engineered the on-chain layer as a substrate, not a feature. An ERC20 contract for the in-game token, an ERC721 skin standard with off-chain metadata caching, an in-game store that hides wallet plumbing behind a familiar storefront UI, and a custodial / non-custodial bridge so players who do not care about chain can still trade. Real-time multiplayer kept its existing performance budget; the chain ran in the background.

Outcome

Players buy and trade skins like they would in any AAA game — no wallet prompt, no gas estimate, no signing modal in the default flow. The publisher gets a real asset economy with marketplace fees, royalties, and player-driven liquidity. Shipped with $10M+ in publisher-side engineering and live-ops investment behind it — production-scale, not a proof of concept.

Case study

Storybook
A WebGL portfolio you walk through with a guide character.

Internal · IrenicTech showcase · Three.js design and build

Problem

Static portfolio pages all blur together. A 3D walkthrough makes a stronger impression — but only if it loads fast and the interactions feel meaningful, not gimmicky. Most browser-3D portfolios fail the first test and shrug at the second.

Approach

Built a Three.js storybook with a guide character, multi-scene narrative pacing, hand-tuned graphics for mid-range hardware, and navigation any first-time visitor can follow without a tutorial. The same browser-3D pipeline we recommend to clients, applied to our own surface.

Outcome

A browser-native interactive portfolio used as a leave-behind for client conversations — memorable, performant, and on-brand. Proof that we ship browser 3D the same way we ship native games.

IrenicTech 3D Storybook: browser-native WebGL portfolio walkthrough

Case study

Irenicverse
A virtual office anyone can walk through in a browser.

Internal · IrenicTech showcase · Three.js design and build

Problem

A traditional careers and about page tells clients and recruits about the team. We wanted to show them — with the same browser-native, install-free approach we recommend to clients evaluating Web3 and game experiences.

Approach

Built a navigable 3D office in Three.js, modelled meeting rooms and workstations, placed interactive avatars and project showcases throughout, and tuned the experience to load fast and run well on mid-range hardware. Same pipeline we use for game-world architecture, applied to a brand surface.

Outcome

A WebGL office anyone can visit in a browser — used by prospective clients to get a feel for how the team works without flying in. The Web3 / metaverse pattern, done as engineering and not as a press release.

Irenicverse browser-native WebGL office: meeting rooms and team avatars

AI-native

AI inside the game loop, not bolted on top.

Every game we ship gets the same AI lens, designed into the architecture from day one. These are the use cases we have shipped in production — tuned for retention and economy health, not for vanity demos.

  1. 01 · Use case

    LLM-driven NPC behaviour and dialog

    Adaptive NPC dialog and behaviour trees that use small or medium LLMs to keep conversations fresh without breaking lore, with safety filters tuned to the audience rating.

  2. 02 · Use case

    Procedural content generation

    Levels, terrain, quests, and items generated against a designer-tuned constraint set — variety without losing the hand-of-the-author feel that templates always strip.

  3. 03 · Use case

    Dynamic difficulty and balance tuning

    Telemetry-driven difficulty curves, matchmaking ELO adjustments, and economy balance levers tuned automatically against retention and ARPU targets.

  4. 04 · Use case

    ML-based anti-cheat and anomaly detection

    Pattern recognition on the economy and gameplay telemetry streams that flags bots, exploit chains, and wash trading before they hit the leaderboard.

  5. 05 · Use case

    In-game analytics and retention modelling

    Automated cohort analysis, funnel breakdowns, and churn prediction wired directly to the live-ops dashboard so the ops team acts on the signal, not on a weekly report.

  6. 06 · Use case

    AI-assisted asset creation

    Texture variants, animation in-betweens, voice lines, and proc-gen variations generated through the asset pipeline with art-direction review baked into the workflow.

These capabilities are available across all industries we build for. Explore our AI automation practice.

Safety & compliance

Production-grade compliance for games and Web3.

COPPA, GDPR, ESRB, PEGI, App Store and Play Store policies, loot-box disclosure, AML / KYC, and Web3 securities review built into the architecture, not added before a regulator letter or a store rejection. Evidence trail assembled as the game is built.

BAA / DPA available on request — we carry our own agreements and sign yours.

  • React
  • Flutter
  • Swift
  • Kotlin
  • Next.js
  • TypeScript
  • Node.js
  • Tailwind CSS
  • Express
  • PostgreSQL
  • MongoDB
  • Redis
  • OpenAI
  • Anthropic
  • Hugging Face
  • LangChain
  • PyTorch
  • TensorFlow
  • AWS
  • Google Cloud
  • Microsoft Azure
  • Vercel
  • Cloudflare
  • Docker

How we work

Six steps from first call to a live game or Web3 platform.

Game studios and Web3 founders want to know what month one looks like before committing. Here is the exact sequence from discovery sprint through soft launch and steady-state live ops.

  1. 01

    Discovery sprint

    Game-design and economy review, target-audience workshop, regulatory pre-check. We leave with a one-page brief and a vertical-slice scope.

  2. 02

    Vertical slice

    Playable prototype of the core loop, on-chain prototype of the economy contracts, asset-pipeline test. Investor-ready, not a tech demo.

  3. 03

    Production

    Content sprints, art pipeline, smart-contract audit, server architecture, anti-cheat. Telemetry wired in from sprint one, not at launch.

  4. 04

    Closed beta / soft launch

    Region-locked soft launch, telemetry-driven balance tuning, economy simulation against real player behaviour. Mainnet rehearsal happens here.

  5. 05

    Mainnet / launch

    Cross-store release (App Store, Play Store, Steam, web), mainnet contract deploy, marketing-ops handover. Day-one live-ops on call.

  6. 06

    Live ops & SLA

    24/7 monitoring, incident response, balance levers tuned without redeploys, quarterly roadmap reviews, and a documented hand-off path when you bring the game in-house.

Engagement models

Three ways to work with us.

Pick the shape that matches what you are scoping. Discovery sprints validate ideas. Dedicated teams ship roadmaps. Code-audit-and-takeover rescues games and Web3 stacks that outgrew their first build.

  • Discovery sprint

    Two to four weeks, fixed scope. We validate the game design, prototype the economy, audit the regulatory landscape, and leave with an investor-ready brief and a vertical-slice plan.

    Start this engagement
  • Dedicated team

    A senior in-house team — engineers, designers, smart-contract authors, and live-ops — embedded as your studio for a fixed roadmap. You get a delivery lead, a weekly demo, and the code on day one.

    Start this engagement
  • Code audit and takeover

    For studios with an existing game or Web3 stack that has outgrown its first build. We audit the contracts, the server architecture, and the economy, then rebuild the parts that broke first.

    Start this engagement

Why IrenicTech

Why studios pick IrenicTech for custom game and Web3 development.

A senior in-house team that has shipped a KRAFTON-backed Web3 game, ships browser 3D as a default, integrates AI from day one, and hands you the code on the first day.

  • Shipped a KRAFTON-backed Web3 game

    Golden Tides is live with a real on-chain economy, a custodial bridge, and a publisher-grade ops pipeline. We are not theorising about Web3 games; we have shipped one.

  • Browser 3D as a default capability

    Irenicverse and Storybook are not side projects. Three.js and WebGL are part of the regular engineering practice, sized for mid-range hardware, used in production.

  • AI-native by default, not bolted on

    NPC behaviour, procedural content, dynamic difficulty, anti-cheat, and analytics get the AI lens at architecture time. AI is a design constraint, not a marketing line on the landing page.

  • Economy modelling before mainnet

    Sink and source curves simulated against the play pattern before the contract is deployed. Token economies launch with a model behind them, not a press release.

  • Senior in-house team, no offshoring

    The engineers in your discovery call are the engineers shipping your code. No staffing layer in between, no junior offshore handoff after kickoff.

  • Code in your hands on day one

    We hand you the repository, the contracts, the deploy pipeline, and the runbooks from the first sprint. No proprietary platform you cannot leave.

FAQ

Common questions before a gaming or Web3 engagement.

  • Do you build full games or just the Web3 layer on top?

    Both. We have shipped full game builds (Three.js / WebGL, mobile, native) and we have engineered the Web3 economy and in-game store on top of an existing game (Golden Tides). Pick the engagement shape that matches your need.

  • Which engines and stacks do you work with?

    For native and mobile games: Unity, Unreal, Godot, and native Swift / Kotlin where the game loop demands it. For browser games: Three.js, Babylon.js, Phaser, PixiJS. For mobile cross-platform: React Native and Flutter where the game loop allows.

  • Which chains do you build on?

    Ethereum, Polygon, Base, Arbitrum, Solana, and BNB Chain in production. We pick the chain on technical fit (cost per action, finality, ecosystem) and recommend a default for your specific game economy in the discovery sprint.

  • How do you handle gas and fees for players?

    Layer-2 or sidechain settlement for the default flow, gas sponsorship for actions inside the game loop, meta-transactions where the contract surface allows, and batching for marketplace operations. Player-facing fees are stable and bounded; surprise gas prompts are a bug.

  • Can you do anti-cheat for Web3 games?

    Yes. Authoritative server architecture for game state, deterministic simulation where it matters, and ML-based anomaly detection on the economy telemetry. We design anti-cheat into the architecture from sprint one; bolting it on after launch does not work.

  • Do you do contract audits, or only build?

    We build, and we coordinate independent audits before mainnet. We do not market ourselves as an audit firm — that is a conflict of interest. The contracts we ship go to an external auditor (OpenZeppelin, Trail of Bits, or comparable) before deploy.

  • What does a typical game build timeline look like?

    Discovery sprint: two to four weeks. Vertical slice: six to ten weeks. Production to soft launch: four to nine months depending on scope and content depth. Live ops: ongoing. Investors get a vertical-slice demo before production begins.

  • How is pricing structured?

    Fixed-scope for discovery and vertical slice; monthly retainer for dedicated team during production; SLA-based for post-launch live ops. Token revenue share is available for projects where IrenicTech is a co-development partner; this is negotiated case-by-case.

Start a conversation

Tell us what you’re building.

Share the essentials and we’ll reply within 4 hours with a real next step, not an auto-responder.

What happens next

  1. We reply within 4 hours, from a real person, not an auto-responder.
  2. A short scoping call to understand the goal, constraints, and timeline.
  3. A fixed-scope discovery sprint: a working prototype and a written estimate.
Office
Austin, TX, United States
Hours
Mon–Fri · Async + scheduled calls

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